We planned on having an update ready this week, however v0.1.2 is still undergoing testing and QA. Unlike regular updates, this one introduces Full Controller Support to the game so it's quite complex. The testing phase has taken a bit longer than anticipated and we've had to work out some unexpected kinks, so we're going to need an extra week for this one.
That being said, we're quite happy with the results we've obtained so far. The game is fully playable with controller or keyboard. We're doing our best to try and find any remaining bugs and to make sure it is a smooth experience throughout the entire playthrough.
We've even included on-screen help guides for the controller button functionality.
[img]{STEAM_CLAN_IMAGE}/38702809/874de661fca4d22fe463ac5fcbdaf60abed03368.png[/img]
Similar to AAA titles, the help guides automatically swap from keyboard to controller buttons depending on your input. You'll even be able to select the button format based on the controller you're using, be it XBox, PS4, or Nintendo Switch.
And yes, you'll also be able to turn them off via the Settings menu. ːsteamhappyː
[h3]Other Planned Features[/h3]
While Full Controller Support is the main focus for the v0.1.2 update, we're also working on many other features and ideas for Anamnesis for future updates. Our Early Access Roadmap will change slightly in the upcoming weeks as we add some of these new features to the list.
Note that we're also going to remove 'Chaos Cards' from the existing roadmap. Currently, the cards are mostly built by the engine, including the text description of what the cards do. This means that, technically, it's possible for the engine itself to 'invent' its own cards. We had the name 'Chaos Cards' for this concept, and we wanted to implement it as a core part of the game. However, we've come up with a few new systems and system overhauls and we need more time to see how these systems will interact with the 'Chaos Cards' concept. So, for now we're moving 'Chaos Cards' to the backburner.
One of the new systems we're implementing later this year is Crafting. You'll be able to acquire loot throughout your run and use it to craft new cards at the main menu. The Crafting will be a Recipe-based system, but you'll still be able to toss in random ingredients in trial-and-error to see if you unlock a new recipe that way. The system will even remember your failed attempts so you don't waste materials trying the same combinations over-and-over! Act bosses will drop unknown recipes, and as we release new characters the recipe list will be expanded to include new cards for their weapon-types.
We also have an overhaul planned for the upgrade system, though we're still not sure if it'll happen before or after the release of Act 2. In any case, we'll be revealing additional information on these new systems as we complete more of the development. Stay tuned!